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doc.photonengine.com › quantum › current › game samples
Quantum 3 - Game Samples - Simple FPS - Architecture | Photon Engine
Architecture
Simulation Systems
Gameplay System
The main system responsible for controlling state of the game, player spawn, calculation of statistics and checking win conditions...
doc.photonengine.com › quantum › current › game samples
Quantum 3 - Quantum Starter - Project Architecture | Photon Engine
Project Architecture
Project Organization
The project consists of three independent examples, organized in the following folder structure:
Each example folder and the Common folder...
doc.photonengine.com › fusion › current › technical samples
Fusion 2 - Architecture | Photon Engine
Architecture
Player
Player (Player
script, Player
prefab) represents a connected peer in the game and has no visuals. Use Player to sync statistics, nickname...
doc.photonengine.com › fusion › current › addons
Fusion 2 - Architecture | Photon Engine
...Collider
- KCC collider is created at runtime as a child game object.
- Layer of the collider game object is controlled via
KCCSettings.ColliderLayer
and...
doc.photonengine.com › fusion › current › game samples
Fusion 2 - Architecture | Photon Engine
...Weapons
The Weapons
script handles the general functionality of weapons in the game, holding references to all player weapons and allowing actions such as...
doc.photonengine.com › quantum › v2 › game samples
Quantum 2 - Twin Stick Shooter | Photon Engine
...the HFSM to create the Game Manager, which dictates the flow of the game mode;
- Data driven architecture for abilities;
- Usage of a Top...
doc.photonengine.com › quantum › current › game samples
Quantum 3 - Twin Stick Shooter | Photon Engine
...the HFSM to create the Game Manager, which dictates the flow of the game mode;
- Data driven architecture for Habilities;
- Usage of a Top...
doc.photonengine.com › fusion › current › addons
Fusion 2 - Architecture | Photon Engine
...Performance
Generally it is hard to tell what settings and shapes should be used, this must be fine tuned specifically for each game to...
doc.photonengine.com › quantum › v2 › manual
Quantum 2 - Input | Photon Engine
Input
Introduction
Input is a crucial component of Quantum's core architecture. In a deterministic networking library, the output of the system is fixed...
doc.photonengine.com › quantum › v2 › manual
Quantum 2 - Frames | Photon Engine
Frames
Introduction
Quantum's predict-rollback architecture allows to mitigate latency. Quantum always rolls-back and re-simulates frames. It is a necessary for...